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#arianne IRC log

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#arianne IRC Log for 2010-07-10

Timestamps are in server time.

00:37-!-Bluelads4 [~Bluelads4<(a)>p5B34A562.dip.t-dialin.net] has quit []
01:06CIA-66arianne_rpg: nhnb * stendhal_website/content/account/createcharacter.php: display warnings in the form
01:14hendrikExpected: is "I buy cheese, meat, spinach, ham, flour, and porcini." got: "i buy items of these kinds: cheese, meat, spinach, ham, flour, and porcini."
01:23CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/entity/npc/EventRaiser.java: a new class EventRaiser to be able to use ChatActions for more than SpeakerNPCs
02:03-!-lachgeist [~lachgeist<(a)>dslc-082-083-236-124.pools.arcor-ip.net] has quit [Ping timeout: 245 seconds]
02:20-!-Netsplit *.net <-> *.split quits: thorbjorn, postman-bot
02:24-!-Netsplit over, joins: thorbjorn
02:39-!-postman-bot [~postman<(a)>stendhalgame.org] has joined #arianne
06:00CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/entity/npc/ (4 files): replaced SpeakerNPC with EventRaiser as thrid parameter in ChatAction
06:07CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/entity/npc/ (41 files in 4 dirs): replaced SpeakerNPC with EventRaiser as thrid parameter in ChatAction
06:10CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/ (23 files in 16 dirs): use EventRaiser instead of SpeakerNPC
06:11CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/semos/ (24 files in 12 dirs): use EventRaiser instead of SpeakerNPC
06:13CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/ (6 files in 2 dirs): use EventRaiser instead of SpeakerNPC
06:13CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/sedah/gatehouse/GateKeeperNPC.java: use EventRaiser instead of SpeakerNPC
06:14CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/quests/ (58 files): use EventRaiser instead of SpeakerNPC
06:14CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/quests/ (13 files in 3 dirs): use EventRaiser instead of SpeakerNPC
06:14CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/quests/ (8 files in 2 dirs): use EventRaiser instead of SpeakerNPC
06:15CIA-66arianne_rpg: nhnb * stendhal/tests/games/stendhal/server/ (5 files in 4 dirs): use EventRaiser instead of SpeakerNPC
08:39-!-Bluelads4 [~Bluelads4<(a)>p5B349E4B.dip.t-dialin.net] has joined #arianne
09:36kymara**** Laguz **** this ----^ will mean a change for your uncommitted NPC files
09:38-!-yoriy [~yoriy<(a)>62.182.51.174] has joined #arianne
09:42CIA-66arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/npc/behaviour/adder/BuyerAdder.java: Capitalise I. correct grammar.
09:42kymaranot sure why the change for buyer response to offer wasn't also wanted for the seller?
09:43postman-botfinix rented a sign saying "i buy black helmet, black legs, and blue elf cloaks"
09:44kymarathe buyer tests are failing now
09:44kymarabut looking at the text comparisons I'm a bit unsure why the change is needed
09:45kymarathere hasn't been anything put in to make it use the full form
09:45kymaraand the old grammar was correct.
09:45kymarawell, on the food ones anyway it is all fine
09:45kymaraI guess for the blue shield it sounded weird in singular
09:54hendrikuncommited files? don't do that.
09:54kymarayes, but he does.
09:54kymaraSo I'm warning him, that's fair I think.
09:59-!-lachgeist [~lachgeist<(a)>dslc-082-083-236-124.pools.arcor-ip.net] has joined #arianne
10:22CIA-66arianne_rpg: nhnb * stendhal/ (5 files in 2 dirs): renamed ConditionCheckingPortal to ConditionAndActionPortal
10:29hendrikhttp://forums.worldofwarcraft.com/thread.html?topicId=25968987278&sid=1 Blizzard has stopped their plan to force display of real name in forum postings.
10:29kymaragood
10:29kiheruno wonder. it sounded like a good way to kill the forums
10:30hendrikI guess that is one of the difference between Blizzard and Linden Lab.
10:35kiheruufff. I ported GameScreen to swing, but since swing does all drawing in a special thread it means I'll have enough threading issues for the next half a year or so
10:36Bluelads4yay yummi work then
10:37kymarawhy is it an issue kiheru?
10:37kymarait means you have to make the client 'thread safe' ?
10:42kiheruin the current implementation the draws are done between all modifications to the world (map changes, entity adding & removing etc), so there's no rirk of the various lists changing while drawing. since swing does the drawing in a different thread there can be concurrent modifications almost everywhere
10:44kymarahow do you get round that? can you make the swing thread talk to the other ones?
10:44kymarais swing the right thing to use at all
10:44kiheruI have synchronized things in the GameScreen itself (entityview list etc), but that's not quite enough
10:47kiherufor moving things out of the game screen there are not too many options. for dnd the drawing needs to be in sync with the screen, which basically means they need to be done in the same thread
10:47hendrikkiheru, how did you do the synchronizing?
10:48hendrikusing a synchronizedList for "views" and putting a synchronized(views) block around for-loops and interators?
10:49kiheruthe other possibility is trying to merge the off screen windows to be actually drawn withing an awt canvas
10:49kiheruyes. I'm rather worried about locking the data structures for too long times though
10:51kiheru(though the drawing thread spends the majority of the time elsewhere than in views)
10:53kiheruthere's a non-locking concurrent hash map, but I could not find a similar thing for lists (and the views need ordering)
10:56kymaraare you already seeing lots of side effects of these problems when you are playing using the client with your uncommitted changes?
10:57kiherunothing visual. just concurrent modifications in some places
10:57kiheru(like staticgamelayers, but that one is easy)
11:05CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/entity/mapstuff/portal/ (2 files): implemented actions for portals
11:07kiherunothing that would happen often (after making view and text lists synchronized), but several possible places
11:09kymarathe times where you sometimes get a black minimap or the weird jumping thing it does, is that also thread issues?
11:15kiheruI haven't seen a black minimap, so I don't know about that. a jump could be caused by the drawing thread being left behind, but again I'm not sure what you mean
11:17Bluelads4I sometimes get a black minimap currently when I'm logging myself in and sometimes the buddylist is grey and the textfield totally white... I have to restart the client then
11:17Bluelads4by the way, there are lots of warnings in my log in relation to soundfiles
11:18kymaraBluelads4: that might be if you have not got the full client but the one without suond?
11:18kymara*sound
11:18Bluelads4hmm let me check :P
11:18kymarakiheru: i've tried to describe the jump to you before a few times.
11:19kymarait's when i'm walking around and the whole minimap shows for a short moment a different part of the same map
11:20kymarai haven't seen the black minimap thing myself but i saw other people talk about that and empty buddy list
11:20kymarabut i don't know if anyone made any bug reports or screenshots.
11:20kymarathe minimap jumping is veryhard to make a screenshot because it's only for a moment
11:21kymarathe comments from people about the blank minimap and buddy list may even have just been in -chat, i'm not sure.
11:21Bluelads4I can give you a screenshot for the last thing
11:21Bluelads4I got it a second before
11:21Bluelads4:D
11:22kymaraplease make a bug report and upload it there
11:22Bluelads4oki
11:24Bluelads4done
11:30CIA-66arianne_rpg: kymara * stendhal/tests/games/stendhal/server/maps/ (3 files in 3 dirs): Updated failing tests: the Buyer is listing items differently
11:30kymaraThe despot quest test is still failing. But yoriy should probably take a look at that and my comments yesterday
11:33kiherumap showing temporarily a wrong position sounds weird. should not happen unless the player gets temporarily different coordinates :-/
11:33kymarasomething wrong with panning?
11:35kymaranote , 6 kikareukin_islands 100 100 are dangerous coords to teleportto for testing :P
11:35Bluelads4:D
11:35kymarathat is a map wher ei often saw it
11:36kymaraok, i just got it now
11:36kymarai poisoned myself because i gues si am often poisoned there
11:36kymarai was walking around using arrow keys just holding the left arrow down to walk right
11:37kymarawasn't using click to plan a route as you can't when poisoned
11:40kiherujava is being naughty. not a single concurrent modification today yet. last night when I was too tired to do anything about them there were
11:40kymarai managed to make one recently i can give you a patch if you like
11:40kymarabut it wasn't in the client
11:41kiheruhunting those in my modified client atm
12:09*kymara thinks she needs a wider monitor
12:09Bluelads4:D
12:10kymaraI added the 'Outline' view to eclipse because I have a similar thing in netbeans and it is nice for the really big long files to be able to get to the method easier
12:10kymarabut now there's even less space to see the code in the main bit of the screen
12:10kymaramy tv is a monitor really ... maybe I should demote it
12:10*madmetzger loves his wide screen at home and at work
12:11kymaramy tv is really nice ... it's a hdtv flatscreen but supposed to be a monitor too
12:12kymarastill probably not as big as your monitors though madmetzger
12:13madmetzgerwide screen is fair enough
12:14kymarahow wide is yours? is it still measured in inches in europe? and what resolution?
12:14kymaraand what response time? and what contrast ratio?
12:14*kymara wants to have at least one number better D:
12:14kymara:D
12:15Bluelads4:D
12:16kymaraI did actually do this to my boss last night when I saw his TV: http://xkcd.com/732/
12:16kymara46 inches wide, his ...
12:17Bluelads4:D
12:17madmetzgermy monitors are both 24 inches wide :D
12:18kymaraok, mine is 22, but what is your resolution and response time and stuff. mine has to be better somehow
12:18kymarai mean my tv/monitor thing
12:18madmetzgerfull hd resolution
12:18kymarai only wanted a small tv
12:18kymaraok same (but see comic above) - response time?
12:19madmetzgerreaction time 2ms
12:35kymaraaw rubbish ok it's still better :(mine is 5 :D
12:35*kymara pets tv
12:36*madmetzger pets kymara's tv, too
12:36madmetzgeryou won't see a difference between 5 or 2 ms
12:38postman-botharristhemenace rented a sign saying "hi i am back hi all i wish i am a admin"
12:38hendrikkymara, I use the package explorer instead of the outline.
12:39hendrikyou can expand the tree on java files so deeply that it shows the same information.
12:39kymaraoh. i'd never tried to go very deep
12:39kymaracool, thanks
12:39kymarai still like the navigator better for browsing but i guess it will getannoying to keep switching
12:56kiheruhave others seen the minimap jumping problem kymara mentioned earlier?
12:57hendrikI messed something up in 0.84 that might have cause that. So it would be interesting if that issue occured in 0.83 and below or 0.85/HEAD.
12:58kymarai had teh minimap thing ever since it was moved out
13:00-!-Laguz [~Miranda<(a)>p57B0964F.dip0.t-ipconnect.de] has joined #arianne
13:00Laguzhello all
13:00kymarahi Laguz
13:01Laguzim done with the item levels suggestions
13:02hendrikLaguz, thank you.
13:02hendrikLaguz, ealier today, i commited action support for portals.
13:02Laguzcool
13:02Laguzthank you
13:02Laguzill check that later
13:02kymaraLaguz: would you like to add the min levels yourself for these items?
13:03Laguzof course, but i thought we look the suggestions befor
13:03kymaraIf so I can review the wiki tables and make changes if needed to your suggestions, and record which items it's ok to do it for currently (if not all)
13:03kymarayes
13:03kymarai have been lokoing periodically
13:03kymarawhen you had done some, earlier, after we put the sorting in
13:04kymarait was looking ok overall (otherwise i'd have said something to you)
13:04Laguzyes i saw it, its nice
13:04Laguzi just wonder about the effectivines
13:04kymaraand did you understand the effectiveness column for attack weapons
13:04kymarabecause ordering by atk alone does nto make sense
13:04kymaraso i put in the effectiveness which is atk / (rate + 1)
13:04Laguzyes i used a formula myself
13:04kymarawhich is how you work out how good a weapon is compared to another
13:05Laguzyes i know
13:05Laguzbut its still not the real useability in the game
13:05kymaraIt doesn't cover lifesteal.
13:05Laguzgolden blade has low effectiovines
13:05kymaraI had said whatthe effectiveness meant, in the commit message
13:05kymaraadd effectiveness = atk/(rate+1) to all rated weapons and give heading to each table)
13:05kymarawhen i made the changes.
13:05kymarayou can see it in the history tab
13:06kymaraLaguz: i think you may be wrong about the golden blade.
13:06Laguzi mean, the golden blade has low effectivnes in the list
13:06kymarayes, there is a difference between what you use for big strong creatures way higher level than you (you shoudl use heavy weapon - slow) but for ones around your level or less you shoudl use a low rate weapon (fast)
13:07Laguzyes, but this way the min-level ios not only bound to effectivnes
13:07kiheruthat looks like wrong formula. should be (atk+1)/rate
13:07kymarakiheru: oh.
13:07kymarasorry
13:08kymarai was thinking the +1 on the bottom because of not divide by 0 ... but i guess rate can neverbe 0
13:08kymaradarn, that took ages to all work through :/ oh well
13:08kiheruI would not have noticed if Laguz didn't mention golden blade having low effectiveness
13:08kymarathese weren't in excel tables or anything so i had to do each by hand.
13:08kiherusorry
13:08kymarait took ages.
13:08Laguz:D
13:09kiheruI should have taken a look at the tables before :-(
13:09kymaraLaguz: and i had to remove the atk: and def: words that you put in
13:09kymarasinec that didn't help odering
13:09kymaraordering
13:09kymaraand you had put atk and rate together in one column
13:09Laguzi did?
13:09kymarasamefor atk and range
13:09Laguzi thought only in the head
13:09kymaraso i had to remove all those too.
13:09kymaranope, in everycolumn.
13:09Laguzoops
13:09Laguzdidnt realized
13:10kymarahttp://stendhalgame.org/w/index.php?title=Stendhal_Item_Ideas&oldid=10319
13:10kymaralook at the old one.
13:10Laguzah yes
13:10Laguzthe new is much better
13:10kymaraif yuo used your own formula why didnt' you add it
13:10kymaraotherwise i cannot see your logic when checking.
13:11Laguzno
13:11kymarado you want to replace the column i added with your own?
13:11Laguzi used your since u added it
13:11kymarai dont' feel like correcting mine now.
13:11Laguzwe just have to correct the effectivnes
13:13Laguzthis is the reason why i have different levels to effectivness...cause i used my own thoughts to the min-levels
13:13Laguzespecially at swords
13:14Laguzkymara, i will correct it now with the formula (atk+1)/rate
13:15Laguzand check the min levels again
13:15kymaraok,sorry Laguz
13:15Laguznp
13:49-!-lachgeist [~lachgeist<(a)>dslc-082-083-236-124.pools.arcor-ip.net] has quit [Ping timeout: 252 seconds]
14:05kiherueheh, really making sure a map has the value it has:
14:05kiherucollision = collisions.get(area);
14:05kiheru if (collision != null) {
14:05kiheru collisions.put(area, collision);
14:05kiheru }
14:10hendrikwhere did you find that?
14:11kiheruclient/StaticGameLayers (similar one for protection just after it)
14:16CIA-66arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/engine/ (db/PostmanDAO.java StendhalPlayerDatabase.java): when marking postman messages delivered, don't delete them, just update the delivered flag. register this dao
14:17CIA-66arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/engine/ChatMessage.java: add a toString method for debugging messages
14:18kiheru(it's pretty old code. should not break anything but sort of useless)
14:20CIA-66arianne_rpg: kymara * stendhal/ (4 files in 4 dirs): when the player logs in, send any new messages from the postman table to them. included the timestamp for when the message was sent
14:20kiherujust happened to notice it when looking at threading issues there
14:21kymarai think for the npcs who tell postman we could maybe have an Action so that it is very easy
14:21kymaralike LeaveMessageWithPostmanAction(npcname, playername, message) or something
14:21kymaraand that action can store the message in the table
14:21kymaraso that you don't have to think about it for each npc who uses him
14:22*hendrik nods.
14:22kymarai don't know if it's a good thing but i still make the private message look like it was from postman
14:22kymara[13:22] postman tells you: someone asked me to deliver this message:
14:22kymaratest messages here
14:23kymaraon 2010-07-10 13:22:41.0
14:23kymara(ok, so i could tidy up the timestamp)
14:23hendrikcan you make it:
14:23kymaraand then i set the last private chatter to be postman so if the player does /answer then all is well and good
14:23hendrik[13:22] postman tells you: someone asked me to deliver this message on 2010-07-10 13:22:
14:23hendriktest messages here
14:23kymarasure
14:23kymaradon't know how to tidy up the time stamp though
14:24kymarai guess java has date and timefunctions
14:24kymaraor the sql select coudl do it
14:24hendriksubstring(0, 16)
14:24hendrikthe 16 needs testing.
14:24kymaraisn't that naughty though
14:24hendrikit's easy.
14:24kymarai mean i was thinking i'd take everything before the last :
14:25kymaraif i was in sql it's be substring_index(string, ':',-1) but that still feels like cheating :P
14:25kymaraanwyay, ok
14:25kiheruI think the java version is lastIndexOf(':')
14:25hendrikit is unlikely that these cheats will cause trouble in the fututure.
14:32CIA-66arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/player/ReadMessagesOnLogin.java: wait one turn before sending the message because they were coming before the Synchronised message. and make the timestamp look prettier.
14:37Laguzkymara, some axes are twohanded. The effectiveness is a bit different too, isnt it?
14:38kymaratbh i think that kiheru could easily answer it too.
14:38kymarathere is one pair of two hand weapons i know of
14:38kymaral and r hand swords.
14:38kymarayou add up the attack of each to get the total attack
14:38kymarathen divide by their single rate (not added)
14:38Laguzi mean, a 2-handed weapon doesnt allows a shield, so the effectiveness is relative
14:38kymarayes.
14:39kymaraas i said it is not perfect
14:39kymaraalso tehre is lifesteal
14:39Laguzmaybe we should allow lower level for 2-handed in this case
14:39kymaraand also there is the rate scaling effect for lighter weapons
14:39kymaraon small creatures, etc
14:39kymarabut it's a good guide in almost all cases.
14:39Laguzyes, i already used lifesteal and fire/ice/dark for the min-level
14:39kymarai thought r and l had sword already had a requirement but maybe i am wrong. remember they are a quest reward.
14:40Laguzyes they have, i didnt changed it
14:40hendrikLaguz, there are no two handed axes.
14:40kymarai think level 80 was agreed between everyone when we did it before
14:40hendrikthere currently is the rule of one item one slot.
14:40hendrikso if you can put an axe into one hand, you can put a shield into the other.
14:41hendrikand the l and r hand swords are two items.
14:41Laguzok for example: i can use halbert and shield together?
14:41kiheruwe don't have proper two handed weapons
14:41Laguzin real its not possible so i thought they are 2-handed
14:41Laguzok that makes it easier
14:42Laguzill use the same way then
14:42kiheruit should not be possible, but we don't have the code for that :-)
14:42Laguzi thought that, np
14:44kiherushould it get implemented, we'll bump up the atk of the two handed weapons. (then the lack of shield should be taken in account for the levels, of course)
14:45Laguzyes that sounds good
14:45Laguzok, im done with the list now
14:45Laguzthe effectiveness should be correct now
15:55CIA-66arianne_rpg: yoriy * stendhal/tests/games/stendhal/server/maps/quests/KillEnemyArmyTest.java: fixed reward for quest
15:57kymarayoriy: did you see my comments here?
15:58kymaraI am not happy with players being able to get 3/4 the xp they need to level up every week
16:03-!-plassy [~quassel<(a)>ip-90-186-27-188.web.vodafone.de] has joined #arianne
16:04yoriyno kym, sorry i didnt seen your comments. Will look at it now
16:08yoriyhm, im not happy with fixed amount. It seems to be hard, get balanced amount of xp between high and low level players. Id prefer reduce reward
16:08yoriywhat about 1/2?
16:09yoriynormally you have to hard work to get this reward, so i guess 1/2 can be good
16:10kymaraIt means that players can level up too fast
16:10kymaraand the task is not scaled by levelof player so why shoudl rewrad be
16:10kymara*reward
16:11kymaraand i think there should be a lower level limit.
16:11yoriyitem tasks dont scaled too
16:11yoriyabout low level limit is good idea, i think level 80 is good
16:12kymarayoriy: can't you see that adding another one is going to push players to reach max level even faster?
16:12kymarai don't want this. i think it's too much. i really prefer at least a cap.
16:12yoriysure, i see it
16:12kymarayou could scale it but have a cap, maybe they all should be, all these xp dependent on level ones...
16:12kymaradid you look into making it use whether the kills were solo or shared?
16:13-!-storyteller [~storytell<(a)>p57B753AB.dip.t-dialin.net] has joined #arianne
16:13kymarai just think it's pretty unfair that a level 100 player who has to use loads of potions to kill them all will get a way smaller reward than a level 500 player who can do it easy.
16:14yoriyyes, you right here.
16:14kymarausing the solo/shared idea is something other people liked too i thought
16:14kymaraso that say the minimum you'll get is 100k and that's with all shared
16:15kymaraup to a max 500k if all solo
16:15kymaraand with it scaled in between.
16:16yoriyidea is good, but hard to implement. I will try to code new condition for this behavior
16:19kymarain the short term can you change it back to a fixed amount please
16:19kymarai do not want it getting into release by mistake.
16:20yoriyI will, the only note i have, about level 100 and level 500 players: of course, it is not completely fair that first guy have to use more potions; but life is life, if he think it is too much he can wait until he could accept this quest. Look at situation as Despot :-)
16:21yoriythe same as for weekly item quest , if player think that xp reward will not cover his expences for item gathering, he must wait for another
16:21kymarais there a reallife reason that they'd get more xp depending on level?
16:21kymaraif you're using real life arguments here
16:21yoriyno
16:23yoriyi will use xp reward value of 100k, until new conditions will ready. And min level of 80 :-)
16:24kymarathank you
16:31kymaraFor some of the website feature requests around postman messages they want to see messages from an npc differently
16:31kymarashall i add a flag to teh table so we are not having to hardcode the npc names to check it
16:34hendriksounds like a good plan.
16:36hendriksupport answer could be flagged different, too.
16:36kymarahm
16:37*kymara should be checking the character exists before storing the messages
16:37kymarayet more asynchronous stuff? :D
16:37CIA-66arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added water and wave sounds to 0_ados_city_n2.
16:38kymarawhat do you think of the flag type for the halloffame table then, fametype, with D and M and P
16:38kymaracould have S and N and P
16:38hendrikyes, but it can be done within the same command.
16:38kymarafor support and npc and player
16:38*hendrik nods.
16:39*kymara likes look up tables but we don't tend to use these.
16:39kymaracan it be done within the storeMessage method in the DAO?
16:39CIA-66arianne_rpg: yoriy * stendhal/ (2 files in 2 dirs): changed back to fixed amount of reward xp (100k). Min level for quest choosed to be 80.
16:39hendriki think there is already a DAO method for that.
16:40kymarai guess it shoul be a separate check so some result can be returned
16:40kymaraoh right, i can reuse CheckCharacterExistsCommand ...
16:41kymaraalright. i'll get teh npc action working first
16:41hendrikyou can just use the DAO called by that command.
16:41kymarathats the marauroa CharacterDAO
16:41kymarai think
16:42*hendrik nods.
16:42kymarajumping back to teh creating-an-npc-action task which is a bit separate from this (i mean, i will do the character check after) - do i have to use StendhalPlayerDatabase to add that column to postman table?
16:43kymaraor can i just do it manually and on test server and on main since we never used it before anyway
16:43kymarathat doesn't help forks though
16:43hendrikand on my server and on kiheru's server, on storyteller's server and on plassy's server, ....
16:44kymaraeheh
16:44kymarathey can drop their dbs
16:44kymara:P
16:44kymaraok i'll do it the proper way
16:44kymarasorry for nto thinking of it before
16:44hendrikby the way: Can you make a schema dump of the website database on testsever?
16:45hendrikIt is missing tables because there is no update mechanism and i lost track of what i changed.
16:45kymarai know how to select stuff from information_schema, is that good enough?
16:46kymarafrom the COLUMNS table there?
16:46kymaraor should i google schema dump?
16:46hendrikif you can get a list of tables with their columns, that would be cool.
16:46kymarayes, information_schema stores that meta data for mysql
16:46hendrikthank you.
16:50kymaradata type and defaults etc too?
16:50kymaraand indices?
16:51kymarawell it doesn't take up much mroe space so i'll add them
16:58kymarahttp://stendhalgame.org/temp/testserverdb
16:58kymaraselect table_name, column_name, data_type, column_key from information_schema.COLUMNS where table_schema = 'blah' order by table_name;
16:58kymaraso let me know if you want it different and i'll redo it
16:58hendriksorry, can you do that again for the website database?
16:58kymarawasnt that it
16:58hendrikthat's the game database.
16:59kymarahm, if thats not it then the wbesite db has a verystrange naming
16:59hendrikcould you check configuration.php?
17:00kymarathere isn't one
17:00kymarai did show databases;
17:01kymarai guess i have to be a different user than what's in server.ini.
17:04kymarahttp://xplanner.homelinux.net/stendhal_website/testserverdb
17:06hendrikthank you.
17:15kymarado you know offhand if H2 minds the AFTER syntax when you add a column
17:15kymarait seems like something generic enough that it's SQL not MySQL ...
17:19hendrikit only supports BEFORE
17:22kymaraoh, i didnt' even know about BEFORE
17:22kymaraok, i can try that
17:23kymarawhy is java so picky, it's complain that 'N' isn't a String
17:23hendrik'N' is a char.
17:23hendrik"N" is a string.
17:24hendrik"'N'" is a string.
17:24hendrikan N with single quotes.
17:24kymaraoh
17:24kymaraweird
17:24kymarawhat shoudl I use
17:24kymarabut 'blah' is a String, right?
17:24hendrikWhat is the line?
17:24hendrikno.
17:25kymaraweird!
17:25hendrikin Java string always use "
17:25kymarathe decision is what type to make the messagetype
17:25kymarai had it as String
17:25kymaraso when I did 'N' it complained
17:25kymaraso i changed it all to char in all themethods
17:25kymarashall i change it all back?
17:26hendrikI think using a string instead of a char on the java level is easier to use.
17:26hendrikon the database level it should be char(1)
17:26kymarayes.
17:27kymarai can do databases :)
17:27kymarathe line is now: DBCommandQueue.get().enqueue(new StoreMessageCommand(npcName, player.getName(), message, "N"));
17:27hendrikgood.
17:27kymarai decided to make the StoreMessageCommand rather generic so you can specify teh type in there.
17:27hendrikyes.
17:27kymaraso we can use that same for the players too when we want and support if player is not onine
17:27kymaraonline
17:34CIA-66arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/ (3 files in 3 dirs): create dao and db command for storing reached achievements
17:34CIA-66arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/engine/ (db/PostmanDAO.java StendhalPlayerDatabase.java): add message type when we store a message to postman table
17:35kymaramadmetzger: i guess we get conflicts on that StendhalPlayerDatabase if you registered your DAO there too.
17:37CIA-66arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/engine/dbcommand/StoreMessageCommand.java: dbcommand to store a message for a player
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17:41CIA-66arianne_rpg: kymara * stendhal/src/games/stendhal/server/ (2 files in 2 dirs): add a store message action for NPCs to use. diogenes is a test case for this - ask him about his #job first.
17:41madmetzgerit is not yet registered, as it is an early draft
17:41-!-samsat [~Miranda<(a)>41.226.81.241] has left #arianne ["I'm a happy Miranda IM user! Get it here: http://miranda-im.org"]
17:43kymaraok thats alright then :)
18:03kymarateh reaosn i thought we'd still use CheckCharacterExistsCommand is that i thought we'd wantfeedback
18:04kymaraand then it's not 'fire and forget' any more, i thought
18:04kymaraso yes, i could just make teh executre in the StoreMessage command do:
18:04kymaraoops I closed eclipse
18:04kymaraCharacterDAO characterdao = DAORegister.get().get(CharacterDAO.class);
18:04kymaraString accountName = characterdao.getAccountName(charName);
18:04kymaraand then the null-check
18:05kymarabut then there's no feedback. so we could put a result into the StoreMessageCommand, etc, but then i feel like we're duplicating stuff
18:05kymaraso if we want feedback - say - to the admin - that the characte doesn't exist - we'd want to use the CheckCharacterExists thingy anyway
18:30CIA-66arianne_rpg: kymara * stendhal/doc/CHANGES.txt: add npc messages to postman changes and portal actions
18:31kymara** developers: when you add new changes can you add them under the existing ones not above, per section? thanks. **
18:37storytellershall I slo add my changes there?
18:37storyteller*also
18:38kymarayes,, justa one line summary for all the sounds changes should do for example
18:38kymaraif i didn't already add it. mostly i expect people to add their own changes
18:38storytellerOkay
18:39storytellerI'll add the changes I made
18:39kymarasomething like - new sounds and music added to athor ship, ados tunnels, ...
18:39storytelleryes
18:40kymaraand it will go in the features section
18:40kymarai'm away for some time now
18:40storytellerOkay
18:41kymaraalso if you make any changes which need testing in particular then you can add those to the wiki page for stendhal testing
18:54storytellerAh, yes okay
18:56CIA-66arianne_rpg: story-teller * stendhal/doc/CHANGES.txt: Added new music, new sounds and the sign at the flowers field to the changelog.
19:07CIA-66arianne_rpg: nhnb * marauroa/ (README src/marauroa/server/db/command/DBCommandQueue.java): - added new method DBCommandQueue.getOneResult
19:07CIA-66arianne_rpg: nhnb * stendhal/libs/marauroa-3.8.5.jar: updated marauroa
19:07CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/quests/KillEnemyArmy.java: organized imports
19:08CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/ (3 files in 3 dirs): fixed TurnListener leakage by using DBCommandQueue.getOneResult
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20:50postman-botlove_puppet rented a sign saying "woot go germany :D"
20:53CIA-66arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added water and wave sounds to the haven in Ados City.
21:57CIA-66arianne_rpg: story-teller * stendhal/data/conf/zones/semos.xml: Added background ambiente music to 0_semos_forest_s, the entrance to the forest in 0_semos_plains_s and to 0_semos_road_se.
22:31kymaraso what was leaking out of the turnlistener?
22:34hendrikcreate and enqueue first command, start turn listener A
22:34hendrikcreate and enqueue second command, start turn listener B
22:34hendrik---
22:34hendrikturn listener A gets both results
22:35hendrikturn listener B does not get any results, and registers itself again, thinking the database was too slow.
22:35hendrik---
22:35hendrikturn listener B does not get any results, and registers itself again, thinking the database was too slow.
22:36kymarahm
22:36kymaraok
22:37kymarawhy arent the results collected for that specific instance of the turn listener?
22:38hendrikthat is possible in marauroa, using different ResultHandle
22:39hendrikin stendhal that would mean we had to use two different instances of the turn listener.
22:39hendrikwe are currently using one instance, just registering it twice.
22:47storytellerAh, I just got some new knowledge :)
22:48storytellerNever use the same background music track two times in a zone with radius
22:48storytellersomehow this didn't worked for me here
22:48storytellerbut as I removed the one source, the other one worked
22:49hendrikplease make a bug report.
22:49storytellerokay
22:49storytellerbut I'll first test it again
22:56storytellerYes, that is the case...
23:00CIA-66arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/quests/ArmorForDagobert.java: accept pauldroned leather cuirass, too
23:00storytellerOkay the bug report is finished
23:01storytellerSo I better not add the music to that zone then yet
23:01storytellerOr well... yes, I add the more important source
23:11CIA-66arianne_rpg: story-teller * stendhal/data/conf/zones/orril.xml: Added background ambient music to 0_orril_forest_e and the entrance to the forest in 0_orril_river_se.
23:13CIA-66arianne_rpg: story-teller * stendhal/doc/CHANGES.txt: Added the information that music also has been added to the forest.
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